#ue4-general

1 messages ยท Page 159 of 1

cursive dirge
#

but it is a better game

#

in almost all ways

#

only thing I don't like in fortnite is the manipulative ways of them handling the monetization

plush yew
#

I dont think so

#

I like the feel of pubg

#

they have totally different playstyles so it;s hard to compare them

#

more of a personal preference

cursive dirge
#

well, it's a) polished b) has WAY better pacing (you don't just grind loot endless to get shot in the face once)

#

c) lacks micromanagements on gear (which improves pacing)

#

I hate b) and c) on pubg

#

and that it looks like crap on my gtx970

#

I have blurry textures due to their naive implementation

plush yew
#

I have a 1060 and it runs smoothly and looks pretty nice. Duh the cartoony game will run better

cursive dirge
#

I usually just feel frustrated after few rounds of pubg

#

fortnite doesn't make me annoyed

#

you literally do the endless grinding for most of the time

plush yew
#

PUBG I think is just harder, most my friends and I just play pubg bc it;s easier

ashen frost
cursive dirge
#

and after that you either succeed or not

#

roll a dice

plush yew
#

right, they play different

cursive dirge
#

I don't see pubg necessarily harder game, but it focuses too much in grinding and micromanagement to be enjoyable for me

#

sure the fps mode is more traditional shooter

#

but it's not a good fps game tbh

#

controls don't feel good in first person

#

not like in polished fps games anyway

#

but pubg isn't polished game from any aspect

plush yew
#

PUBG definately has a way to go your right

#

they are working on polishing it

cursive dirge
#

all these taken into account

#

I hate the fact it has been so succesful, as it's so lazy job for many parts

floral heart
#

You can point at anything bad in PUBG and say it's unpolished, instead of having to say it's bad design.

cursive dirge
#

I can get my hat off for indies that made a successful game if it's properly done

plush yew
#

I mean duh epic games the maker of a game engine with alot of experieced game devs will make a more polished game

cursive dirge
#

well, I think it's unpolished and design could borrow aspects from fortnite BR

plush yew
#

but i still find PUBG fun regardless

cursive dirge
#

as pacing really is way better in fortnite

#

again, these are only my opinions

#

I don't like for example static world in pubg

#

some pubg clones actually have destructible environments

plush yew
#

destructable environments are being worked on rn I believe

floral heart
#

I can't tell if PUBG actually has good map design, or if the game mode is just particularly forgiving and they pretend to have good map design as an excuse for not having randomness.

plush yew
#

in pubg

cursive dirge
#

oh yeah, fortnite does have some same meshes but repetition is really heavy on pubg, due to how their buildings work

#

I don't like that you get to memorize every 10 different building layouts after few games and then you know the layout of the next building regardless if you've visited that part of the map or not

fluid stag
#

is it that bad

cursive dirge
#

it's pretty crap, yes

fluid stag
#

๐Ÿค”

cursive dirge
#

it's copy/paste all over it

#

yet, players like it

#

so, people don't expect quality games anymore

#

(nothing new tho)

floral heart
#

I swear there was an article about PUBG bragging about their map design.

fluid stag
#

I assume since the success of the game, they will keep polishing it though

cursive dirge
#

they are actually bringing new map on 1.0

fluid stag
#

squad was not so good for a long time but shaped up well

cursive dirge
#

which launches in 3 hours I think

#

can't bother opening steam front page to find out

fluid stag
#

lol

#

YER GONA PLAY IT I KNOW

#

๐Ÿ˜›

cursive dirge
#

probably

#

curious to see if they've made the assets themselves this time around

#

or if they still slap the cheapest marketplace asset packs over the level ๐Ÿ˜„

fluid stag
#

there is a correlation between the MP xmas sale and their new map release

cursive dirge
#

I mean, I can expect that from smalltime devs

fluid stag
#

๐Ÿค”

floral heart
#
cursive dirge
#

PUBG also has tons of open spaces

#

which kinda suck on endgame

floral heart
#

"When creating the map, our goal was to make each match feel different. Adding more environment types and locations to the map helped us achieve this.โ€
The No-Shit-Sherlock style of Guruing.

cursive dirge
#

also them making the blue zone even more dangerous in the end made the game even worse for me

#

I constantly die outside of the playarea in the end now

#

sure, they want players to move faster

#

but it's not always that easy

#

they are trying to fix the pacing by artificially lowering peoples HP and forcing them to run in the open instead of making tactical decisions

#

so the person who gets to the place first always holds an advantage

fluid stag
#

hmmm

cursive dirge
#

and not the person who got randomly thrown into different end of the map

fluid stag
#

can you run and gun

cursive dirge
#

you usually get killed that way ๐Ÿ˜„

fluid stag
#

Yeah, probably need to shrink the map and add more cover, which maybe what they will do with the new map

cursive dirge
#

some smg are ok but you can't like run and shoot from hipfire and live to win the game

fluid stag
#

too much open space makes rifles / snipers the only weapons to use, and massivley slows a game down

#

end up with a slow game with little loadout variety

cursive dirge
#

yeah, that's pretty much what happens in the endgame

#

if it's in the open

floral heart
#

That will appeal to some players.

cursive dirge
#

that game also rewards camping way too much

#

sure you have to move when the zone shifts

fluid stag
#

sounds a lot like dayz style lol

cursive dirge
#

you see campers on every round in pubg, not so much in fortnite br

#

but yeah, I'll stop now

fluid stag
#

if it bugs you a lot like that, probably means you want to like it lol

cursive dirge
#

it could be so much better game

#

and I secretly hope someone else does it regardless how much brendan whines about people ripping HIS genre

#

ok, not so secretly

fluid stag
#

Realistically there are a lot of open world games that are super polished out now, that if they merely added the koth gamemode like fortnite

#

it would be a win

floral heart
#

That's assuming polish appeals to people who enjoy pubg.

plush yew
#

I mean games like csgo arent polished anymore now adays but people still love it

#

although i think csgo is ass

#

thats a whole nother debate tho

cursive dirge
#

but cs was always optimized game tho?

plush yew
#

yes but the engine and graphics are out of date

#

for the time period

#

but people still love it

#

is the point

#

'its not always about graphics

#

is what im saying

cursive dirge
#

oh, but my point in lack of polish is actually it running like crap

#

if I dial down the graphics, I get 60fps

floral heart
#

You know it must have cutting edge graphics because it's bringing your cutting edge PC to its knees. ๐Ÿ˜‰

cursive dirge
#

but it doesn't look anything like game with this gear should look like

floral heart
#

Crysis syndrome.

earnest cape
#

!invite

#

dammit

cursive dirge
#

@maiden swift do people actually donate money to your paypal?

#

just noticed the donate link

fluid stag
#

๐Ÿค”

void geyser
#

when's the next marketplace sale usually?

#

i know there's usually one black friday

cursive dirge
#

isn't there one now?

void geyser
#

yea, i mean the one after now

#

is the next one going to be next black friday?

cursive dirge
#

probably few before that

maiden swift
#

@cursive dirge Yes, occasionally.

fluid stag
#

want to be able to toggle tessellation through ui settings

#

so amd users can enjoy crappy graphics

#

is this actually possible

devout gulch
#

I have plugin with two modules. One runtime and one editor. When trying to use PIE Standalobe Game, it tries to.load editor module, obviously fails and crashes. Tried to change it to runtime, but then editor won't even load..

#

Anyone had this issue ?

sand pond
#

where can I find a sound guy for my game ? Any advice is appreciated.

quasi lake
#

What sound guy

cloud cobalt
#

Is there anything in UE4 like a volumetric trace ? For example if I wanted to look for very small objects, rather than walls.

#

Oh yeah, capsule trace.

devout gulch
#

box, capsule, sphere

#

if you want to dig into it, you can create any shape using Physx

cloud cobalt
#

Yeah, a box is fine ๐Ÿ˜ƒ

floral pagoda
#

Has anyone seen this?

#

Not sure if this goes here

cloud cobalt
#

Crytek in a nutshell

floral pagoda
#

Yeah

shell jetty
#

Crisis in the nutshell

floral pagoda
#

^

shell jetty
#

@floral pagoda think next crisis game what contain unpaid wages what some persons protest in closed branch and Crisis groups are send against them

floral pagoda
#

I think Crytek will be insolvent by GDC

cloud cobalt
#

It's a sad story tbh

floral pagoda
#

It really is

frank escarp
#

they are even trying to scam people with crycash

floral pagoda
#

Yeah... I still do not know what crycash is

frank escarp
#

an ICO scam

floral pagoda
#

ah

#

dunno what that is

frank escarp
#

fork bitcoin or create your own coin on top of ethereum, create a few of those coins, sell them for real money

floral pagoda
#

ah ok

#

Sounds illegal

frank escarp
#

crycash is actually the lazier of the bunch, with just a coin on top of ethereum

#

it is

#

on some countries like china

floral pagoda
#

oh wow

frank escarp
#

the process goes as this:

cloud cobalt
#

it will be illegal elsewhere too, by the time people young enough to know about it get in office

frank escarp
#

you copypaste token code from some public repo

cloud cobalt
#

Probably early 2050s

frank escarp
#

create a contract that generates money, that starts with 1000 coins

#

the contract sells you one coin for X ethereum

#

and then lets you trade them freely with other guys

#

literally the same as selling wow gold

floral pagoda
#

ok

#

Thanks for the insight

frank escarp
#

i really dont know why im not doing that scam myself

#

its a hella easy one

#

takes 20 minutes to set up, the rest is creating a legit looking website and a legit looking "product"

#

this is exactly what crytek did. They created a run of the mill ethereum token, and they say you will be able to use those coins in their gaming service

floral heart
#

So it's contingent on Ethereum? Neat. I thought they were basically dogecoin clones.

frank escarp
#

no, a dogecoin clone is too much effort

floral heart
#

(Also not very Unreal related. Unless you want to make an Unrealcoin?)

frank escarp
#

ethereum tokensare a lot lazier

#

they are just a database stored in the ethereum blockchain

#

ethereum is a cryptocoin that can be used to run actual programs. You put this programs in the blockchain, and they can do stuff

#

what crytek did is coppyasta a typical token program, wich is just an automatic ethereum "account" that stores how much money every user has

#

a dogecoin clone cant easily by faked and you cant "just print" more coins every time you want

#

an ethereum contract can allow you to generate tokens out of air, and to lock people accounts, and other things. If you code them in the program of course

#

here you have an article that tells you how to do what crytek has done with crycash

floral pagoda
#

Oh nice

frank escarp
#

the article will explain the actual details

floral heart
#

I...I'm not actually convinced this will take as long as 20 minutes.

frank escarp
#

the proof of concept, probably

#

or not much more

shell jetty
hazy lynx
#

hello!

Could someone help me a bit with making one build.cs file work for 4.18 version?

BuildConfiguration.RelativeEnginePath is called. Compiler says BuildConfiguration is obsolete. What do I need to call to get the RelativeEnginePath now?

cursive dirge
#

@hazy lynx just make a throwaway new project from template and examine it's build.cs

hazy lynx
#

did not help

#

not enough code inside

cursive dirge
#

then examine some 4.18 plugins build.cs

hazy lynx
#

but I found I could replace BuildConfiguration .RelativeEnginePath with Target.RelativeEnginePath

#

works

hazy lynx
#

by the way, anyone worked with IHeadMountedDisplay?

#

I had a plugin that used GetCurrentOrientationAndPosition function. It seems to be gone in 4.18

muted minnow
#

So, what's a sane value for r.Streaming.PoolSize?

#

Am I going to be screwing myself over later by tweaking this?

cloud cobalt
#

I had this set to much more than 512, and didn't see any issues in production. I'd be curious to know if adverse issues can be caused by it

#

I think we have 2048 ourselves

muted minnow
#

Ok, well, that would explain why I'm hitting it so soon at 512... all I have right now is terrain, trees, rocks and flora, and I was concerned I'm already hitting some max before even placing the baddies.

cloud cobalt
#

512 is a low value. 2048 is pretty high - we're talking about VRAM here, so it still has to fit on GPUs you target with your game

#

I'd say 1024 is probably a good value for PC, if you can stay under that

muted minnow
#

@cloud cobalt thank you, I appreciate both the suggestion and reasoning.

light thunder
#

Can anyone recommend a resource for learning about packaging a project? All of the tutorials I found are very specific and don't go into too much detail regarding error handling or troubleshooting. I've got some errors I want to figure out

grim sinew
#

It's going to be a good day when we can just say "Yeah use 12gb of vram for everyone"

cloud cobalt
#

Next console gen, probably

#

Dunno how much memory games can dedicated to the GPU on a PS4, but probably 3GB ? 4 ?

wary wave
#

probably less

#

all memory is shared, so it'll differ from game to game

#

either way, XBOne is the limiting factor generally, as it has 5GB of shared memory available

frank escarp
#

whatever you want

#

ps4 is configurable

#

and right now they just fully integrated it, so the OS maps the gpu memory or cpu memory as it sees fit

#

you just use mem and thats it

muted minnow
#

@grim sinew 640K of memory was more than anyone needed

#

๐Ÿ˜‰

cloud cobalt
#

@wary wave I know, I was kind of speculating on what games might be able to use in the real world

#

Like - how much an UE4 game could allocate to texture streaming.

wary wave
#

probably up to around 7GB, I'd hazard a guess

#

(on the Ps4)

#

of course this leaves no space for pretty much anything else

fiery hemlock
#

How does the Unreal Engine handle Mouse Inputs, acceleration decceleration mouse smoothing etc... ? How did you do it? Asking for a FPS Game. Actually you want all to be off.

bitter iris
#

Can anyone dm me about business registration please need some advise

cursive dirge
#

that would be specific to your own country

bitter iris
#

Okay anyone in the UK

wary wave
#

Setting up a company in the UK can be expensive, so my advice would be 'don't' unless you have a solid business plan and suitable backing

bitter iris
#

ยฃ12 doesn't sound expensive

#

But okay I will hold off for now

#

I still should research more

wary wave
#

that's just a registry fee

#

you will however inevitably end up using a solicitor, and you will probably also want an accountant

#

both of them will charge you for their time

cloud cobalt
#

I don't live in the UK but over here you'd also need a specific bank account that's more expensive than regular consumer accounts

wary wave
#

that would be normal in the UK, but those business accounts don't tend to be expensive

#

but it's also not actually a requirement to my knowledge

cloud cobalt
#

@bitter iris You should definitely get real legal advice

#

I found that some people who start companies have no clue about companies

bitter iris
#

I've been told I don't really need to register my business until we release the game

#

Once I start earning money I will just higher an accountant, lawyer etc..

#

Sorry for wasting time

cloud cobalt
#

Yeah, register two months before launching so that you can get Steam set up

wild kestrel
#

Companies suppose to make money, so obviously banks want part of it :p

cloud cobalt
#

Well more like three months depending on how long it takes

#

For us, it took around a month to register the company, and more than a month to have Steam confirm our legal status, plus the necessary build review time - so around three months with zero margin left

wild kestrel
#

Country tax system only cares for oyu to register company when you make money

#

before that you can silently make whatever you like

#

ofcorse every bussiness man gonna tell you that even so you getting loss from cost of developing the game anyway at that stage

vale osprey
#

@bitter iris you rather registed your business before you need to sign contracts. Like if you want to hire someone or commission work. Otherwise, the contract is between two physical people and this can have complications.

#

like for example, someone from your team, commisions content for your game, when content is passed to them (meaning creator doesn't own it anymore) they become the owner of that content untill they pass it back to you or your company.

#

Owning content can be a good and bad thing as you become responsible for it. When company (limited liability at least) owns some IP, its a company who is viable for a lawsuit if that content breaches someone else IP, not you as company owner. When you own content yourselve, you can be sued directly.

polar verge
#

Can't seem to find the Sun Temple demo anywhere on the Marketplace. Anyone know why?

hazy lynx
#

hey people!

#

Unable to start my project on 4.18. log says
LogWindows: Missing import: UE4Editor-ApexDestruction.dll

#

anyone had this issue perhaps?

plush yew
#

Quick request: can someone make an ini file which lowers all the graphics settings to the lowest possible?

#

@hazy lynx try building your project from Visual Studio

#

first run a code analysis, then build it

hazy lynx
#

@plush yew doing that

#

added ApexDestruction to PrivateDependencyModuleNames

#

rebuilt everything

plush yew
#

ApexDestruction being the name of your game module or an external plugin/dependency?

#

should work now ๐Ÿคž๐Ÿผ

hazy lynx
#

external module

#

it's a default plugin for destructible meshes

#

at least it is since 4.18

#

what's wierd, log says where dll was searched at

#

I clearly see it in engine\plugins\runtime, that particular location wasn't looked in

#

bunch of other folders in Engine\Plugins\Runtime were

grim ore
#

@polar verge the sun temple is on the Learn tab in the launcher

fathom seal
#

Really is possible do anything just using blueprint?

hazy lynx
#

not really

floral heart
#

You can't use it to bake cheeseburgers out of scrap metal.

polar verge
#

Thanks @grim ore

#

@plush yew Have you tried the Marketplace?

fathom seal
#

@floral heart Good point

final owl
#

hey can any of YAALL recommend something in particular from the marketsale!?

#

for a noob its hard to tell if somethings worth the pricetag or not

cinder iron
#

hey buddies i wanted to break down something to hear your thoughs, i don't need to implement a system akin to this, but i was wondering if my break down was somehow great for this kind of thing - Let's imagine we are on ARK and we have a super big dinosaur that everytime it takes a step it produces a camera shake on the players that are near to it. I was thinking about doing an anim notify (like you would do for surface detection and sound cue triggering) that will spawn a multisphere trace by channel (or box) on the foot location of the dinosaur, then filter all the players, loop them and play a camera shake on each of them. What do you guys would do instead?

keen birch
#

@final owl You can drop me a PM with thing about which you're wondering if they're worth it, if you want, but I can't really say anything would be worth the money in your case without any direction ;3

floral heart
mint scroll
#

Hey I have a quick question dor you guys on startup on version 4.18.2 and 4.17.2 I am getting hit by these errors Log file open, 12/21/17 21:24:13
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogInit: Display: Running engine for game: EscapeRoom

#

I have already tried deleting the saved and intermediate but to no avail

#

has anyone encontered this before?

whole scroll
#

just deleted a project that i dont remember creating, deleted my entire current project with it

hazy lynx
#

I hope you didint shift delete

bitter iris
#

LOL

cinder iron
#

._.

whole scroll
#

idk what that is ๐Ÿ˜ฆ

cinder iron
#

no...

whole scroll
#

any way to recover old project? folder is still there but i try to reimport it to a new project and half my hud BPs are missing and player functions are gone

#

so annoyed

cinder iron
#

they need to be under the exactly same folder hierarchy

#

same naming, same everything

#

just think that when you migrate a folder into a another project it creates the actual folder hierarchy

#

so the redirectors can find things

whole scroll
#

yeah its got the same folder hierarchy

cinder iron
#

but it doesnt show up in the editor

#

?

whole scroll
#

when i deleted that project it must've deleted some of these files - can't even find the hud widgets where i see other widgets that DIDNT get deleted

#

dude i got borked somehow

#

so upset

#

in the OLD folder too

#

they're gone

cinder iron
#

if you cannot see the stuff under content/ neither they are gone

#

if you really want try to recover something you can try with recuva, but i don't really recommend doing it so

#

at the end of the day you are learning, repeating over again a mechanic is not worthless and would be good for you to remind yourself certain things or improve some systems you already crafted

#

but next time remember to set up a repository

#

perforce, svn or github

whole scroll
#

yeah im trying to see the upside here with re-learning stuff

#

its funny you mention the source control thing - i was just thinking last night it was going to be one of the next one or two things i learn

cinder iron
#

if you need any help setting that up pm me

whole scroll
#

not re-learning necessarily but going over things twice

cinder iron
#

i'll definitively help you out

whole scroll
#

thanks man i appreciate it

#

well, back to it

cinder iron
#

no problem!

vale osprey
#

@vorixo#7101 you could just send a message to the players ShakeCameraFromImpact with coordinates of impact point and players calculate if the want to play that shake or not

#

imho it's cheaper than doing a sphere overlap

#

you can pass something like "intensity" too and then it can be reused for other things, like falling rocks, explosions and etc

rocky portal
#

What are the best applications to setup web server on my PC?

#

XAMPP or Apache?

#

oh wait XAMPP is Apache

thorn prism
#

ive got 100$ pay pal for anyone who can help me with my issues deploying to IOS. I have a Imac I have proper provisions certs just having some unresolved issues. Pm Me if you have time and want to make some quick cash.

cinder iron
#

@vale osprey hi! Thanks for the heads up! What do you mean by "sending a message"

vale osprey
#

an event or an interface call

cinder iron
#

So a really simple event attached to the anim notify

#

I see! Yeah looks cool!

vale osprey
#

depends how you want to do it, I don't think that anim notifiers work servers side, so on client you would need to send this message only to the client itself

cinder iron
#

The main fact is getting the reference of the players

#

Thats why i suggested a multioverlap

vale osprey
#

but that has to be executed only on the server then

#

otherwise each of your clients will send message to all of other clients

cinder iron
#

Yeah thats the problem i saw here, for cam shake you need at least the controller, for a simple footstep sound is more simple since the sound is spawned at location, and you cannot do that in this case

#

So how would you send this message to "each client" from the anim graph then?

vale osprey
#

#multiplayer might be a better place for this question. I think there was an easy way to execute a function only on instance of the client that is himself

#

that's the point, you don't need to send it to each client but execute it on the same client as anim notif is local

#

but I can't tell you specifics unfortunately

cinder iron
#

Lets do something instead rolling around since im super interested ill implement it anyways and say if i encounter something :)

#

Thanks for the advice

#

Since it was a design question i didnt know if this was the right place hehe

plush yew
#

how to change the pivot of select and translate objects (w) ?

#

it shows that left is actually upleft and so on I want that left is left

cinder iron
vale osprey
#

GetPlayerController, does that one works correctly in MP?

#

like owning player is always index 0?

cinder iron
#

get the 0 in this context represents the local player

vale osprey
#

ok

cinder iron
#

works on both dc and listen server

vale osprey
#

nice

bitter iris
#

Anyone having a problem of every time the editor is loaded you are having to re compile all shaders?

final owl
#

@Mr4Goosey#8437 @floral heart thx 2 u both!

rocky portal
#

How do you guys come up with good project names?

#

I suck so bad at that

upper heart
#

@bitter iris No, but I saw people reporting it on the ue4.18 announcement thread on the forum since 4.18.2 came out.

bitter iris
#

Have devs seen it do you know

#

@rocky portal Make a name that is themed around your style of game

upper heart
#

@bitter iris For those having this issue with the shaders compiling, try deleting the folder AppData\Local\UnrealEngine\Common\DerivedDataCache .

bitter iris
#

Thanks

#

I appreciate it

upper heart
#

no problem

uneven fractal
#

the ark blueprints are so much fun!

bitter iris
#

Atleast It's clean

uneven fractal
#

Ahahahah

#

you should see the persistent level graph

#

there are like 4 comments and over a thousand nodes

bitter iris
#

Lul

patent arch
#

just offically became an athiest

nova heath
#

Is there a really good Collision tutorial somewhere?

#

I've asked a lot of collision related questions and it seems I'm still confused as to whats going on.

plush yew
#

What's confusing you?

#

I have project at H: drive and when I do stuff in it for one hour My C: drive has shrinken 10gb? why? how to disable?

nova heath
#

It's a bit of a long story, I want to move an object with the mouse and place it in the world. I had it working prior but I wanted to make it more complicated.

I have an object class called placeables, it switches materials when it is valid to be placed. Initiallly I wanted it to just do so on the ground.

Then I realized I needed it to be able to be placed on both the ground AND other placeables that have been finalized and placed.

I clearly don't understand how Overlapping events work because whether or not I can make them work seems to be up to luck:

  1. Set Generate Overlap Events to true on the static mesh (I've printed this to string on each object in the scene just to verify I did it correctly).
  2. Set placeables to use a custom collision that generates overlap events for everything except camera, the Object Type is set to "Placeables".
  3. ActorBeginOverlap I set the invalid material, OnEndOverlap I set it back to the light green valid material, I also set a boolean IsOverlapping to true/false accordingly.
#

However for some reason Overlap events aren't being generated.

#

ActorBeginOverlap never fires, Get Overlapping Actors returns an empty array, etc.

plush yew
#

Have you tried using OnComponentBeginOverlap?

nova heath
#

Do I need BindEventToOnComponentBeginOverlap for that?

#

I can't seem to just place that event node

plush yew
#

No you don't need to do that. Just right-click on the component you want to use for collision and select Add Event\Add OnComponentBeginOverlap

nova heath
#

Ah I see

#

Unfortunately that is also not being triggered

#

The print string attached to the event never occurs

plush yew
#

Can you post your collision settings for the component?

nova heath
#

Yep

plush yew
#

And do all your static meshes have a collision?

nova heath
#

Yeah they all use UCX collision boxes

plush yew
#

Do your static meshes have their collision response to Placeables set to Overlap or Block?

nova heath
#

Overlap

plush yew
#

Could you post your collision settings for one of them

nova heath
#

I'm just using the default mannequins to test with, I can post their collision settings as well

plush yew
#

Yup post that

nova heath
plush yew
#

Hmm that all looks right to me. Not sure what else to do, sorry

#

Only thing I can think of is try to put the Placeable's collision component as the root

nova heath
#

K

#

Actually, isn't this already the root?

plush yew
#

Ah thought you were using a separate collision component. Yeah it's already the root

#

Try doing show Collision in console and confirm everything has a collision

nova heath
#

I don't know if testing it that way is stupid

plush yew
#

That should work

nova heath
#

show collision works, shows the capsules on the players, but since the collision box is ~1% smaller than the object it doesn't show very well on the object

#

You're going to laugh at me

#

While testing it with wireframe and collision mode on it started working lol

plush yew
#

๐Ÿ™‚

#

Just to make sure, I created a project with the same settings and it works so I think something must have bugged out

nova heath
#

I appreciate it, it's working now, though I'm lost as to what happened

plush yew
#

did you tick Generate Overlap Events on both of your actors?

#

btw I'm in sore need of some physics asset tutorials, anyone got any pointers?

nova heath
#

I did Vivraan

#

I know literally nothing about physics haven't gotten that far ha

#

Evidently if you change navigation data you can encounter a bug where you must restart the editor before it begins working again.

warm mountain
#

Hey guys i know I ask a lot of questions here

#

I just want to thank you guys for answering them

#

ops

#

fixed

#

Here's my christmas gift a free grunge texture I made ๐Ÿ˜›

south ridge
#

Cool idea

nova heath
#

Is there an obvious reason my decal component only works on Actors and not HUDs\Controllers?

wary wave
#

yes

#

Decals project on the world....

#

ergo, the object that has the component probably wants to be tangible and in the world

#

Controller should work, prior to 4.18

nova heath
#

I'm on 4.18, I don't want it on the Actor as I can control many actors at once, the decal then ends up spawned many times.

wary wave
#

what's the decal for?

nova heath
#

Highlighting the mouse position in the world.

#

i.e. Issuing a move order or interacting with objects on the ground.

#

When it's spawned many times it gets blindingly bright and I can't imagine it's good for performance.

plush yew
#

Create an Actor for your decal and keep a reference to it in your player Pawn/Controller

#

That way, you only need to spawn it once

nova heath
#

I'm not sure what you mean Tommy

#

Specifically by "Create an Actor for your decal"

plush yew
#

Currently, you have a decal component on your controller right?

nova heath
#

Yes.

plush yew
#

Right, so instead of doing that, create a new Actor blueprint and add the decal component to that instead

#

And then spawn it from your controller and keep a reference to it

#

And just set its visibility for when you do/don't need it

nova heath
#

Gotcha

#

Beautiful works perfectly

final owl
#

thx

plush yew
#

How to you know the mininum requirements of your game?

wary wave
#

you test it

plush yew
#

Nope not yet

#

What do i need to do

cloud cobalt
#

@plush yew Basically build test machines and see how it goes

#

Or have a beta program and sample what people have, what framerate they get

plush yew
#

Ok

#

Thanks

cloud cobalt
#

We had people self-report performance & hardware, and we had pretty basic machines to start with

#

So it was easy to put a "recommended" level

plush yew
#

Ok thaks

drowsy marten
#

Where it would be best to make collision body for a mesh: in unreal engine, or software it was originally made in?

cloud cobalt
#

@drowsy marten UE4 will generate sensible collision bodies from meshes, most of the time.

#

I have done a manual collision body only a handful of times (in 3D editor)

drowsy marten
#

Apparently i don't get that inside UE, because my character does not fall through hole in the floor.

#

Nor does a projectile

cloud cobalt
#

Well, that's for static meshes - characters are definitely a different issue. You'll design the collision for them in the physics asset.

drowsy marten
#

Where can i look deeper into that?

cloud cobalt
#

Falling or not is a bit more involved than just having a collision body

#

Depends on what you want to know, really. Static meshes, when imported, should always have a working collision box that's not too bad (but often requires some adjustements with the convex collision tool). Skeletal meshes require some work.

#

Is your floor mesh the issue ?

drowsy marten
#

Perhaps i should show what kind of mesh i deal with.

cloud cobalt
#

I think I got it - you have a hole in a mesh and want stuff to fall through ?

drowsy marten
#

Yes, but there is more...

#

The character gets stuck if its put inside the building.

#

no matter how much of a free space is around

cloud cobalt
#

So, general rule of collisions is, don't ever have anything hollow

#

Hollow collision bodies do not exist, and as such, you're always going to end up working on how to break them up.

#

Couple of exceptions

drowsy marten
#

One moment...

#

And this is the wall for the interior.

#

It doesn't look to me it should have any issues with collision body, and yet it has.

cloud cobalt
#

@drowsy marten You can't design a playable interior that way.

#

It needs to be broken up in smaller parts that have convex shapes

drowsy marten
#

Now i'm getting somewhere. I have tried to make as little parts as i could, because there already was plenty of them to being with.

cloud cobalt
#

You can workaround by playing with collision settings and using "complex" collision

drowsy marten
cloud cobalt
#

That should help. But really, this isn't something that can work at scale

drowsy marten
#

It works, i can walk inside the walls and in doors.

#

But i still can't do the same inside the building itself.

cloud cobalt
#

The problem with this is, you'll bump easily into invisible details, performance will be much worse, etc

#

The correct approach is to break the model up

#

You can also just disable collisions, and create blocking volumes to block out the real walls in the scene

#

(actually a pretty legit options for games)

#

If you're doing archviz, well, the complex as simple method works

drowsy marten
#

That's exactly what i do. But still complex as simple still does not make the hole in the floor an actual hole.

cloud cobalt
#

Can you show me the hole ? I don"t see it

drowsy marten
#

Oh my goodness it was all my fault to begin with, I have completelly forgot about pieces inside the wall that may generate massive collision box.

#

it was all actually working.

cloud cobalt
#

Okay

#

Anyway, don't forget that this really is a hack

drowsy marten
#

This model was not meant to be used in unreal engine in the first place.

cloud cobalt
#

Okay

drowsy marten
#

I had to make many changes in order to make it suitable for export.

cloud cobalt
#

I imagine. I'm just saying, in case you didn't know or other people wondered.

drowsy marten
#

What ever it takes to make things work.

cloud cobalt
#

I understand the sentiment. But with many people being beginners here, I default to teaching the clean, optimal approach ๐Ÿ˜ƒ

drowsy marten
#

Wouldn't it supposed to be a single imported model placed in multiple places instead of multiple models exported from original scene?

grim ore
#

that depends on the options you used when importing. You might not have chosen merge

cloud cobalt
#

Yep, it's also an option

drowsy marten
#

Yes, i did not use merge, it was recomended for me by other architecture designers.

vale osprey
#

"It doesn't look to me it should have any issues with collision body, and yet it has."
you can't have a single collision primitive for such geometry

cloud cobalt
#

The best, clean way to work is to design modular elements that fit together, and assemble them directly in Unreal Engine 4 (each with simple, box-like collision)

vale osprey
#

if you don't want/can't make it modular then you need to provide convex collision meshes during import (UCX)

#

meaning you have to make them in your modelling package

#

Complex as Simple can work too, but it has a serious performance hit

drowsy marten
#

I'd like to make modular meshes, but my work does not make it viable, since i make real houses.

vale osprey
#

I woudn't use it unless your geometry is very clean and simple

#

I did that in past, but not in UE4

#

depends on your pipeline

#

if you are remodelling cad models then you can make it semi-modular

#

but again, just using Complex as Simple collision should be fine if your model is clean

#

ideally you would still cut it into pieces so it's easier for PhysX to cache it

#

make some templates for interactive doors and bring sockets from modelling package where those doors should be installed

frank escarp
#

you can use mesh collision

#

but be careful with that

#

just have an "LOD-d" verson of the mesh and use that for collision

patent arch
#

Vaco

#

How long I been doing unreal ?

#

Vblamco

drowsy marten
#

Does unreal allow you to make rendering less "bloomy", i see it everywhere in games made with UE?

wary wave
#

you can do what you like with the post process / emissive

#

ยฏ_(ใƒ„)_/ยฏ

fair violet
#

Any sneaky ways to avoid performance drops when doing camera fov changes like sniper scope aiming?

#

Possibly moving the entire camera forward instead of just changing the fov?

wary wave
#

narrowing the FoV shouldn't cause performance drops

#

your problem is very likely elsewhere

frank escarp
#

narrowing fov should actually improve it becouse frustrum cull

fair violet
#

Well from 90 fov to 10 fov it causes about a 25% drop in fps when aiming

frank escarp
#

lless stuff to render

wary wave
#

you're rendering less, so performance should actually get better...

fair violet
#

The lower the fov change, the less it affects performance

#

So like 90 to 80 is unnoticeable

wary wave
#

like I said, the act of changing the FoV isn't the problem

#

it's something else you're doing

vale osprey
#

could be because of lods

fair violet
#

Testing on a very barebones scene with no LODs

vale osprey
#

as you zoom in it needs to load higher lods

#

weird

fair violet
#

The only thing it is loading in would be very sparse grass planes

#

Like 50 tris maybe

wary wave
#

that could be it

#

lots of layers of alpha

fair violet
#

Itโ€™s not lots though, itโ€™s extremely sparse

#

But will try without them and see

#

Overdraw is barely light red

#

Zooming in at a patch of bare land (a basic terrain mesh), I go from 98 fps to 70 fps

#

Nothing is changing other than fov on a timeline- no additional hud elements or anything else popping in / being rendered

#

Even happens with a skybox stare

#

I had always assumed that there's just a drop due to the fact that your camera is further away from the point you are rendering, but it's not worth losing 30+ fps while aiming

#

This is an extreme fov change- it's fine for smaller amounts

#

Testing on an empty map doesn't have that issue- I guess it could be to do with the size of the terrain mesh or something else, not sure. I'll just try to avoid large fov changes I guess!

wary wave
#

change it gradually?

fair violet
#

It happens over about .25 of a second smoothly

#

But I guess it's likely still rendering whatever is around the camera (as other players can still run across my scopes vision)

#

So it's not culling that, and then having to render whatever is being viewed at a distance too

#

I notice the same issue in PUBG and other games, just would be great to have much less impact as it's frustrating to lose performance when taking aim

wary wave
#

it will be frustrum culling based on FoV

fair violet
#

Well I suspect something nearby isn't being culled as on the empty map the with nothing to cull beside me, the issue wasn't present. Thanks for the help anyway, I'll see if I can avoid the problem

wary wave
#

there's a command to freeze rendering

#

if you use that, you should be able to see what is / isn't being culled

fair violet
#

Very cool command, thanks a lot

#

Turns out the instanced foliage even BEHIND me isn't being culled

#

And large rocks/trees that aren't visible when zoomed in

#

Gotta do some serious cull tweaks!

#

It seems the instanced foliage is only distance based to cull, not camera frustrum based

atomic parrot
#

Hi! Fresh noob here.

#

Trying to understand how Unreal works for some of ideas I have in mind...

grim ore
#

It works for 90% of what you have in mind

rocky portal
#

What is best practice for inventories.... DataAssets as Inv items or Structs?

vale osprey
#

depends how you want to define them

#

if you use datatable then you can populate your struct with it

#

but all changes will be external

#

with DataAssets, all your content stays inside of the UE4

#

but you don't have ability to do batch editing

#

so for an RPG with a lot of items I would go with storing everything in UObjects and populate them from data tables

#

but for a FPS with more intricate items DataAssets could work better

#

another thing about Data Assets is that nothing stops you from creating a data asset that will function as a dictionary of all items

#

you have a stuct for your item defined in c++, in your data asset you add a member that is an array of those structs

#

then you can manually add and edit each item and refer to them from any other class

#

but this helps you only with a "template" of your items, not storage of individual instances

#

unless you don't do any modification to them

#

then it fine, your inventory can be just an array poiting to index of an item in data asset

balmy mirage
#

oh my god i exported a blueprint as a t3d a while ago and now the original blueprint is gone.. because I thought I backed it up. but t3d's are not even supported.. wtf do i do why was I even allowed to export as a t3d

rocky portal
#

@vale osprey thanks for the write up. I'm not really sure which would be the better solution for me. Actors are easier to work with, but spawning a bunch of Actors from data in MySQL on load would be slower than working with just data

#

Because weapon modding system makes weapon's complicated

#

essentially have a system where (if allowed) you could put scops on top of scopes on top of scopes to infinity

#

thus working with an Actor is easier in inventory

#

because you dont have to worry about destroying and re-building this structure

vale osprey
#

well, these are two different things - how your instance of an item is made and how you desribe properties of and item, data assets are for describing properties

rocky portal
#

yeah...i could use some kind of Struct I'm sure

#

because I would just need UClass* for the Item, and any properties for dynamic things like Durability

#

OR ...just handle Actors in inventory

#

and store out their properties and class name to MySQL

#

for persistence

#

I have my web server and db setup, but now I need to re-think a bit my design

#

before I commit to anything

#

I was just going to maintain weapon properties on the blueprinted class...so don't know if i would need DataAssets for this

obsidian veldt
#

How does one post a thing in the "Looking for Talent" channel?

safe rose
#

They read

chrome ivy
#

Hello!

#

I have a question about raycasting

#

dont know where to ask it

sharp crest
#

anyone knows why everytime I re-open my project it has to compile shaders again?

#

It's so annoying

#

It only started happening yesterday

south ridge
ashen frost
#

Anyone here????

#

friends?

#

i will just leave my problem here until maybe if someone comes and is able to help

#

I want my water to have a splash particle effect whenever it hit an object or anything with collision, but i dont know when to set the initial location. because the location the water might hit depends on different variables and is not a set number like a waterfall or rain drops

sudden crescent
#

Hey guys this is problably a very stupid question but does any of u know how steam games are showcased? like i was wondering what if randomly uploaded a steam game and it passed all the steam greenlight stuff (ps i dont know if steam greenlight is still used bwe) would the game get some attention just from that ? im asking this because for indie development i think everyone knows its rly hard to get attention so i wanted to know if just by publishing the game on steam i would get some fine attention, btw i know that if the game is free its problably gonna get alot of attention anyway. im not english so plz ignore my errors .

worn granite
#

Relying on basic platform exposure like that is not a great strategy.

#

Also asking 3 different channels on this server is not a great strategy

final owl
#

lol

vale osprey
#

@sudden crescent in past, each game would get about 2mil views quota, but this wasn't for Greenlight games.
Currently, no idea, most likely that number is much smaller and steam really likes to shuffle games into some obscure categories

#

for example, my featured page almost never shows indie games, but shows stuff like AC again and again

sudden crescent
#

i know its not the best strategy but theres not that much of a option

vale osprey
#

short answer - no, don't count on any exposure just from publishing on steam

sudden crescent
#

thx @vale osprey

vale osprey
#

there are plenty, like hiring people who professionaly promote games

sudden crescent
#

yeah ive tough about that

worn granite
#

Basically have a good game and be willing to spend money to get it in front of people.

sudden crescent
#

i was just rly wondering just how much people would see my game if i just straight uploaded it to steam

worn granite
#

You can also have a bad game and spend a lot of money to get it in front of people

#

You'll get a small bump before being quickly crowded off the front page

sudden crescent
#

k guys thx

final owl
#

np

vale osprey
#

@sudden crescent this kind of data is either in FAQ or can be answered by Steam

#

in past, even if people woudn't know, they would double think before posting as it was under NDA

sudden crescent
#

makes sense, thanks guys

gleaming karma
#

is there a blueprint node that repeats 1 second?

#

i need to loop a curve and would like to feed 0-1 over time and start over again

gleaming karma
#

Actually if I could get rid of the curve would be better, I'd like to tween between values and then continue to a new value

cinder iron
#

You need a... Timer? I dont know if i got your question right

gleaming karma
#

I need a value to go from 0 to 1 over time and then repeat

worn granite
#

So Sin(Time)?

gleaming karma
#

no because that goes back from 1 to 0

#

and then back up again

#

also sin gives -1 one i dont need that

worn granite
#

k

gleaming karma
#

I could adjust the curve but, like I said if there is a way to tween floats that would be nice

#

without curve would be preferable

south ridge
#

0.5 + 0.5*Sin(Time)

gleaming karma
#

yih but that function yoyos though

#

I could use that but I need the curve to reset.

#

But if I can get rid of the curve that would be nicer. Finding a way to tween values.

floral heart
#

Sawtooth curve?

digital anchor
#

frac time

#

@gleaming karma

gleaming karma
#

@digital anchor thanks that might be it

#

yih that's it

#

@digital anchor this is for materials

#

is there something similar for logic blueprints?

digital anchor
#

i think theres world time or smth

gleaming karma
#

yeah but i need that 0-1 value

#

there is fraction node but not sure if it's the same thing

digital anchor
#

looks like it is

#

Returns the fractional part of a float.

#

will be 0 - 0.99

gleaming karma
#

Im plugging in game time in seconds but doesn't seem to work

digital anchor
#

if youre on tick you could sum the delta times

#

sorry out of ideas xd

gleaming karma
#

I don't know what changed but it works fine

digital anchor
#

๐Ÿ‘

gleaming karma
#

๐Ÿ’— guuh night

rugged viper
#

Hello

#

Iโ€™m new

#

=3

fallen sand
#

im new

warm mountain
#

Nice I just saw that

#

the gaming industry has rose from 99 bil market cap to 116 bil

autumn quarry
#

can anyone recall any topdown shooters with jump ability? I have some ideas but need research materials ๐Ÿ˜„

#

I've seen a dungeon crawler which you can jump between pillars to dodge spiders before. Can't recall the name

floral heart
#

I don't think so. Maybe some Amiga game where certain objects would grow in size as they went 'up'. Or maybe I'm thinking of Duke Nukem 3D in map mode.

autumn quarry
#

I saw it in one of totalbiscuit's WTF series. But just went through all three hundreds of them. Couldn't find the one ๐Ÿ˜ฆ

sharp crest
#

Everytime I reopen my project it starts compiling the shaders of the level again (and any other level I open), anyone knows how to fix this? @ me please

upper heart
#

@sharp crest delete the folder AppData\Local\UnrealEngine\Common\DerivedDataCache .

sharp crest
#

trying now thx

#

@oak quail I would recommend posting on the answer hub and then posting a link here

#

hm rip xD

oak quail
#

Gotcha mate

sharp crest
#

๐Ÿ‘

oak quail
#

Uh, where is that one ? Like the "Answer hub" ?

#

new to the server ;-;

sharp crest
#

Thats the official support forum of UE4 from what I know

#

@upper heart Worked thanks!

upper heart
#

no problem

oak quail
#

Well I pretty much sent my question, let's just hope someone is willing to help XD..

#

Geez, the Support Center that is just text on the main website is just confusing for me..

#

If someone is willing to help me set up Unreal Engine, Danny#5059 .. I would be greatful

fierce tulip
#

< back from vacation
< afk again XD

plush yew
#

hey guys

#

how do i get the icons off?

#

got it.. with g ^^

long garnet
#

hello guys

#

is it good idea to set values to variables only in Editor and not in source?

#

i mean UPROPERTY(EditAnywhere)

digital anchor
#

yeah you should pretty much always set in editor if you want to change them later

#

else you will have to recompile

long garnet
#

so its not good idea to set values to variables on in source

#

thanks

digital anchor
#

its called "hardcoding" variables, yeah not good

long garnet
#

what if i dont need to show my variable in editor.. is it good practise to use UPROPERTY anyways?

digital anchor
#

if you are sure you wont need to change it later... then its preference

long garnet
#

what do u mean by change.. I am pretty sure i can edit variable's values after compile without using UPROPERTY

digital anchor
#

you still need uproperty so it wont get garbage collected

#

how?

long garnet
#

in function

digital anchor
#

but then you need to compile again

long garnet
#

oh i understood thanks

#

thanks for information

digital anchor
#

๐Ÿ‘

long garnet
#

u mean that i dont need to compile if i change values of variables in editor ๐Ÿ˜ƒ

digital anchor
#

yep

#

so you can work much faster

ashen frost
#

hey guys

#

if anyone can give me an answer i would be grate

#

but

#

Lets say i made an animated water attack for my player to use, but i created it on a third party software, and then imported it to UE4

#

what would the water be

#

an actor or particle efefct?

last kite
#

does the water have some kind of geometry ... most objects are actors in ue4

#

probably could make it a particle effect attached to an actor

#

with collision and a bp to handle damage events

#

check out projectiles in the fps template

ashen frost
#

@last kite Thanks

#

the water will be able to move around, like similar to the water worked in the avatar: The last air bender

last kite
#

ah ok, definitely want a particle effect for that

#

but that will still be an actor right?

#

lol

#

I guess another way would to bring it in as a mesh and make a material which behaves like water

oak quail
#

Is there any text about the Windows being the main problem for the instalation of the Unreal Engine?

#

Because I had to figure that on my own :I

#

Windows 7 does not work with Unreal Engine

ashen frost
#

really?

#

oh

#

: (

oak quail
#

Yeah, I updated it to Windows 10

#

And now it works..

ashen frost
#

noicee

oak quail
#

I mean damn, It took me 3 weeks to figure this out with thousands and thousands of guides

ashen frost
#

@last kite so you can add mesh to particles?

oak quail
#

And I figured it out on mah own

#

Happy boi right here :D

last kite
#

@ashen frost ue4 uses component architecture you can attach objects to almost anything you can imagine ๐Ÿ˜ƒ

ashen frost
#

oh nocie

#

thats cool

#

@digital anchor noice

digital anchor
#

no problem

keen birch
#

UE4 has always worked just fine on W7 for me in the past

#

I'm on W10 now, but I don't think it'd ever stop supporting one of the most-used OS versions ๐Ÿ˜›

#

So I'm guessing that was a driver issue or something along those lines

#

@oak quail

oak quail
#

It just wasn't anything about that

#

I litteraly did not understand the problem

#

I had everything installed

#

When I switched to windows 10 and installed the same things I always installed

#

It somehow worked

#

And it wasn't me on windows 7 that was a mistake, I remade the computer thousands of times

#

It probably was an old version of it?

rugged viper
#

@plush yew why you block me?

floral heart
#

When your latest blueprint is named PhysCollisionHandlerBlueprintWhatIsThis, good things are bound to happen.

chrome ivy
#

Hey! Why is my particle cloning when moving?

wild kestrel
tender dome
#

hi, i just downloaded a model of an eye from net, and there are 3 textures, 1 for base, 1 for normal and then there is a 3rd one but its black and white. what is it?

wary wave
#

couldn't say without seeing it

#

also, Shooter Game C++ project, I assume those character assets are still using a non-default rig?

tender dome
#

will it help if i upload screen shot

#

i think it is for specular

wary wave
#

seems that way

tender dome
#

okk thanx

plush yew
#

hey all

dry wraith
#

Hello again all, I just wanted to publicly apologize for what I said regarding pxjordan a while ago, I was very wrong in calling him out like that and I shouldnโ€™t have said what I said, however the damage is done now, I saod it and I canโ€™t take it back, I realize now, though it is too late, how unprofessional it was on my part. I attempted to reach out to Jordan and apologize directly and as I thought he did not accept it so Iโ€™m hoping that I can repair at least a little of the damage I have done and apologize to all of you and him as well here, publicly. I was wrong. I was stupid. I shouldnโ€™t have said what I said and I certainly shouldnโ€™t have done it publicly. You all may say what you like and I will respond to anything. I want to really stress how deeply sorry I am though and I hope that maybe some day our differences can be put aside.

patent arch
#

@dry wraith WHAT HAPPEND? WHATS THE DRAMA

dry wraith
#

@patent arch I deleted it, it was something that shouldnโ€™t have been said donโ€™t worry about what it was

worn granite
#

wasn't that when a bunch of people were actively telling you it was a bad idea? lmao

patent arch
#

I absolutely love drama please pm me more

dry wraith
#

@worn granite yup exactly

#

@patent arch Iโ€™m not going to bring it up again, Iโ€™m apologizing not starting more beef

patent arch
#

understandabloe

slender monolith
south ridge
#

#work-in-progress?

#

Looks like a nice texture

autumn quarry
#

glad to see some positive drama lying around

slender monolith
#

Thanks, its actrually a procedural material, so the wetness, damage, roadpaint, skidmarks, and roadwear can be set to a functions, same with the wear on the concrete. I think im going to add a manhole generator ontop of it and maybe a graffiti module for the concrete.

south ridge
#

I think this is more of a #work-in-progress kinda thing btw

#

That's a channel where people show off their stuff

#

But it looks rather nice

#

Is it procedural in substance or such, or procedural within UE4 itself?

slender monolith
#

its a deisgner sbsar, about 32kb scales from 128 to 4k, so the lods are premade

#

your probably right about the wip part though, tbh I didnt even see the channel until you mentioned it

south ridge
#

You'll just find more constructive criticism there

#

I rather like the style of these roads, they look rather sharp

slender monolith
#

its a procedural substance, so its easy to build a function to change the parameters in instanced materials

#

I'm always up for suggestions, most people just compliment my work, so constructive critisism is actrually very helpful. Im a firm believer in feedback based changes.

#

I wanted to set it up on a spline generator but, theres always so many collision errors when I do that, the placement of the UCX goes all to hell

south ridge
#

I have a constructive criticism for you

#

Your road looks wet (which I imagine is intentional)

#

but there are "dry" non reflective patches

#

They need more work I think

#

Specifically, they need to just... look better. Some minor adjustment to colors and their parameters would make this even better

#

While they aren't neccessarily incorrect, they draw attention and make road much more contrast than it should be. A road is a background object, not a foreground one

slender monolith
#

๐Ÿ‘ yea the dryish patches are actrually because I set the water level to that for the contrast in the screenshot.

#

the water goes from dry to submerged, thats just a .231 above th heght for the gloss, otherwise it feels more like a plastic film, I'll work on the refraction a bit. to adjust the color change you should get from the defraction as the light passes through the water, you should see more of a mie effect not releigh

south ridge
#

Cool, I appreciate your dedication

#

I work with textures and materials myself

#

Though not substance, we do photosource-based textures and custom multi-layered materials and such

slender monolith
#

photometry material scanning, or, photo based?

south ridge
#

Just photo based

#

Take photos, do some processing on them to orthoproject them, then take those orthoprojected results and composite lots of them into a texture, re-draw lots of bits, make it tiling blah blah

slender monolith
#

so your familiar with b3m then?

south ridge
#

b3m?

slender monolith
#

if not it'l be the best 50$ you ever spent, it autotiles and seams images for you its from the people at substance

#

it can even procedurally modify and blend them.

#

so you can break up a high quality photoscan with other section of the same scan, though its auto dehighlighting is awful, still a by hand job to remove shadowing.

south ridge
#

Oh, no, I'm tiling things manually

#

I don't need automatic tiling since I go through every pixel on the texture to check it anyway

#

So tiling does not take up any extra time, just a natural part of fixing up workflow

#

But

#

I will most definitely look it up

#

Never know when an extra tool might come in handy or change workflow

#

I remove shadows and such manually, got pretty fast at it. I find it fun, really

slender monolith
#

you should check it out, you'l love it. taking a 24mp photo and making it a seamless texture in 40 seconds is worth it.

#

by seamless they really mean it.

south ridge
#

The textures I do are usually composites of 30 to 100 photos

#

Though if you don't count orthoprojecting multiple photos, it's more like 1 to 5 different sources

slender monolith
#

From the sounds of it your doing human skin am I wrong?

south ridge
#

I paint over various defects and such

#

No, actually the last examples would be marble and granite

#

Very specific marble and very specific granite

#

It's a real scene that exists in real world, so it's that specific marble and specific granite in that case

slender monolith
#

that actrually does sound fun.

#

so do you use a linear polorizing filter or a circular to remove the shine on the granite for scanning?

south ridge
#

I'm not 100% sure on that, I don't remember what lens my team (who took photos) used

#

But ultimately I remove speculars by virtue of overlapping photos

#

I've instructed photo guys to take photos in a specific way which ensures that speculars mostly move across the wall as they take photos of it

#

So the end result is that I can always overlap specular with a non-specular part from another photo at no pixel quality loss

#

So scattered reflections... check it out

#

It's an important aspect to the granite we're doing, changes speculars big time

slender monolith
#

I've never heard of that process before, though I know techniques that same similar results thats really cool

south ridge
#

It makes speculars distance-dependent

slender monolith
#

I tend to use a combination of linear film and lenses to remove the specular color and reflection/refractions from the base photos

south ridge
#

Well

#

There is one extra consideration

#

We can't really use filters - we're already in very low light conditions

#

I think my photo guys didn't use any extra filters beyond basic coating on the lens

#

And I would tell them to not use filters when possible in general

#

Do you know what EV means? I can tell you relative EV of our scene to a normal sunny spring day, if you wanna understand how low light we're talking

slender monolith
#

linear lenses only blockout polarized like so the reflection itself rather than the ambient reflection, though I will say my method is faster, your method acheives accruacy in specular changes over distance. thinking about programming that made me bleed from the ear a little.

#

did you have a Par rating of the light, sorry no im not familair with ev

south ridge
#

No, I'm afraid I don

#

don't

#

EV offset is how much exposure correction you have to apply to match two lighting conditions

#

Like if you open up photoshop, you can correct exposure

#

E.g. cloudy day relative to sunny day is approx -3.00 to -6.00 and so on

#

We use EV's to measure relative scene brightness since UE4 lets you specify exposure offset

#

So we just have reference EV numbers we use to ensure lighting is correct on scenes

#

When we don't know light configuration (output power etc)

#

Anyway, EV for common scenes we do start at -8.00 relative to a sunny day and go down to -16.00

#

If I remember right, one unit of EV equals half the brightness... or was it half the intensity?

#

So -8 would be 1/256th, -16 would be 1/65536th

#

For a fixed f-number, knowing EV offset makes it easier to calculate ISO/shutter, but I let the photo guys figure out best settings in-field

slender monolith
#

Coming from cgi, i'm more familiar with the physics side rather than the film. So I everything I do is translated into par ratings so I can translate that into whatever software im using to achieve the same result across multiple platforms. Par, containts brightness, lumins, spectrum ect... so you guys were in pretty lowlights heavy clouds or maybe a cave?

south ridge
#

Tunnels and subway stations

#

Our game is an engineering subway train simulator

slender monolith
#

so probably like a 1.6 par, to bring that to daylight I'd probably use a 70mm lense with a 1/10th shutterspeed and a f22

south ridge
#

We don't take photos in tunnels since it's physically nearly impossible. Tunnels start at EV -12 and go down well below -16 sometimes. In normal terms, there's just not enough light for us to get any suitable result

#

The nature of filming in the metro means little to no use of tripods

#

Which means shutter speeds of 1/60 or less

#

And higher f-numbers (which makes things worse)

slender monolith
#

handheld gimbals are pricey too

south ridge
#

Luckily the current camera is (so far) adequately light sensitive

#

So we can get by at EV-8, but it starts being noisy at EV-10 (considering F-number, our lens type, minimum shutter speed etc)

#

No tripod is both due to subway policy and just to save up on time

#

Good lens, high sensitivity camera + no tripod = 100 photos, out of which about 50 end up decent and are sufficient to build a high-res "stitch"

slender monolith
#

without a tripod the best you can really get away with is 1/256 humans are just to shakey for anything faster

south ridge
#

Indecent photos are usually ones where cameras own stabilization failed. We find that it randomly fails in two consequent photos for example

#

Oh no

#

You can get by with 1/60

#

The sensor is stabilized

#

It has electromechanic actuators that keep it steady

#

When those actuators work fine, it's sharp and really good (as good as the lens are), but sometimes they fail and image ends up visibly blurry

#

They work approximately 50% of the time, for whatever reason haha

slender monolith
#

helllofa camera, I have a new nikon af-p vr2 and in lowlight i can get away with anything lower

#

crazy good stabilization on that

#

whatever your using

south ridge
#

I don't know what we use, but it's decent. But what I want us to use is Sony A7

#

That camera is a beast

#

If you have correct lens, you can take daylight-like sharp and clear photos when you only have moon in the sky

slender monolith
#

I want nikon to release the 128mp camera they made as a proof of concept.

south ridge
#

That's EV-16

#

In other words, it would absolutely pick up anything in the tunnels (albeit that also involves F-stop that makes depth of field painful)

#

I don't care about MP count, since we can always stitch more photos together

#

I started textures for this project with a 8 MP camera I think

#

Don't mind the gear thing, that's not supposed to be visible

#

Ultimately, I do a lot of drawing on the final thing so if there's some noisy part, I redraw it

slender monolith
south ridge
#

Why bother if I can get 100 to 1000 MP with just advanced processing and lots of lower res photos (with correct lens etc)

slender monolith
#

because nasa wants to spend 35million on a really big toy

#

and then pay someone like you to touch it up

south ridge
#

Haha

floral heart
#

Or a 1000 Gigapixel image touched up by an algorithm.

south ridge
#

@slender monolith You seem cool, if you wanna talk about texturing anytime, just highlight me or pm me ๐Ÿ˜„

#

I wish I could show more illustrations and examples of my work, but at this point I can't

slender monolith
#

understandable

south ridge
#

Cool

slender monolith
south ridge
#

This is something I worked on recently, but don't mind the intense speculars, it's my test scene

#

I use intense speculars to check normals and low-angle lighting

#

Check for subtle errors in normal map and so on

slender monolith
#

the specular can also be atrributed to humidity and other factors so I wouldn;t say its off at all

#

seems like it should absorb more light though

south ridge
#

It's a very dark material

#

Looks black in real life

#

Nearly

#

It's all about relative exposure and how you view the same intensity!

slender monolith
#

i added you as a friend on discord here. not often i get to intelligently talk to anyone about stuff like this without that nod, where you know everything your saying just became a foriegn language.

#

you do really nice material work though

south ridge
#

Thanks!

#

I can explain anything you want in detail, I love sharing some experience and such, makes me learn a lot in the progress

slender monolith
copper forge
#

one day when I opened my project this thing shows up and doesn't let me go into my project

Log file open, 12/24/17 14:23:36
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogInit: Display: Running engine for game: MyProject3
LogPlatformFile: Not using cached read wrapper
LogInit: Display: RandInit(881882119) SRandInit(881882119).
LogInit: Read version file with build ID '3709383'
LogInit: Overriding engine version to CL 3794801, compatible CL 3709383
LogInit: Registered custom module enumerator with build ID '3709383'
LogTaskGraph: Started task graph with 5 named threads and 14 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.173727
LogD3D11RHI: Aftermath initialized

what am I doing wrong?
it crashes only on a project, and doesnt crash on the other projects

tame token
#

Hi all I was talking to a friend and he said that there is a game coming out using the UE 4, and in this game there is a mechanic built in that if you Kill on site to much it messes with the characters mind some how. How would this be set up does anyone know where to look somthing like this up??

polar elm
#

I have a quick ultranoob question. how do I move assets to a folder under the current one?

#

using file explorer breaks everything up, so I think it's on the content browser, but... I can't go back in folders ( I think)

flat scroll
#

Is there any current/still applicable, gentle video tutorial for complete unreal morons like me? Something like roll-the-ball tutorial for unity

old sonnet
#

@taro Yes, the official Unreal Engine youtube channel has pretty good tutorials. Or you could just click buttons in the engine till you know what they do. Worked for me.

polar elm
#

this has some wonderful tutorials too

old sonnet
#

Yeah he's good too.

polar elm
#

bumped into this channel yesterday, I'm learning really fast. be mindful that he focuses a lot at level design/shaping/modeling/etc so you may skip some videos and go back to this later

chrome ivy
#

Hello!

#

I tried to build the engine

#

and I get some errors...

quasi lake
#

Anyone knows how to make your character stand on a moving mesh?

#

It seems the character will always bump upon it

#

I tried can stand on property,doesnt work

chrome ivy
#

full body?

quasi lake
#

I'll show you with a video

#

How to upload a video to discord?

#

@chrome ivy

#

I'm using a physicsasset for my dragon's body collision

chrome ivy
#

yes

#

and is the dragon a character class?

quasi lake
#

yeah

chrome ivy
#

I see

#

well

#

you need to switch Can Character Step Up On to true for both your capsule collision and the mesh.

quasi lake
#

Here's its physicsasset

chrome ivy
#

You need to switch Can Character Step Up On to true for both your capsule collision and the mesh.

#

I can see that it is set to true only for the mesh.

quasi lake
#

Jesus you are genius

chrome ivy
#

It also needs to be true for the capsule collision.

#

Ok

#

Glad I could help

quasi lake
#

Why would it be like this

#

I didnt set it to be parent inherit

chrome ivy
#

Unreal Engine has some very strange features. However, your mesh collision doesn't really matter when you have a character. Only the capsule collision matters. Of course, the mesh collision would matter if you would make your custom character derrived from a pawn.

#

Pawn inherits the character class.